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Talking Point: Do You Play Zelda Games For The Story?

Zelda Games Story
Image: Nintendo Life

After 40 years and 21 mainline games (counting the multiplayer ones, discounting remakes and remasters), we like to think that we’ve got a pretty good grasp on the Zelda formula by now. Sure, there’s every chance that the series will have a ‘Breath of the Wild moment’ again somewhere down the line, but for the most part, we know what we’re looking for in our Zelda games.

If we had to make a list of the important elements, dungeons, bosses, puzzles, and an expansive overworld would all make an appearance would all go on there, but would ‘Story’ make the cut? All Zelda games have had a story, of course, varying from ‘Hero is found’ and ‘Hero defeats evil’ to more intricate narratives, but are they integral to your enjoyment? They’re nice to have around, for sure, but do any of us play these games for the plot?

It’s a topic that we were discussing at Nintendo Life Towers this week, and, naturally, it brought up the question of how much we care about Zelda stories in the first place. We’ve each shared our thoughts below, but we’ve also added a poll so you can have your say, too. Are you a story stalwart or a narrative nay-sayer? Let’s find out!

Jim Norman, Features Editor

Zelda Tears of the Kingdom
Image: Nintendo

I love a bit of Zelda lore, and while I can’t say that I have given it too much thought before, I think I do play the games for the story at this point. To be clear, I’m not expecting some grand narrative that’s going to blow my socks off, but anything (and I mean anything) that links back to the wider series or expands a character in some meaningful way is enough to get a big old grin from me.

Of course, very few Zelda games have historically given all that much time to the story, and that’s okay — a lack of direct sequels will do that — but gosh, do you remember the run-up to Tears of the Kingdom and all of that discussion about timeline theories, the Zonai, and mysterious characters? Man, I was in my element back then!

Even putting the timeline aside for a moment and thinking about individual stories, yep, I’m still on board. I was genuinely interested in what was happening to Hyrule in Echoes of Wisdom, what Lorule was and how it came to be kept me hooked throughout A Link Between Worlds, and, casting the net a little further, I’m not afraid to admit that I shed a tear at the end of Hyrule Warriors: Age of Imprisonment.

So yes, keep up with the Zelda stories, please, Nintendo. In fact, give me more!

Ollie Reynolds, Reviews Editor

Zelda Ocarina of Time 3D
Image: Nintendo

I do enjoy a good Zelda story, but one that merely gets me from beginning to end, you know? I genuinely couldn’t care less about how each title fits into the wider timeline. Take Wind Waker, for example. When Aryll was abducted from Outset Island and you set off to rescue her with a bunch of low-life pirates, you better believe I was hella invested.

If you ask me what I think about how the events from Ocarina of Time directly affect Wind Waker, however, I’d just look at you like you’ve barged into my home and raided my fridge. It’s all meaningless to me. And you know what? I think it’s pretty meaningless to Nintendo, too.

I much prefer the smaller narrative beats in a Zelda game: the people you meet, the environmental storytelling, the side-quests. Just tell a good, engaging story that’ll see me to the end credits, and I’m happy.

Alana Hagues, Deputy Editor

Zelda Majora's Mask 3D
Image: Nintendo

I’m going to preface this and say that I appreciate that later Zelda games have a ‘story’, even as basic as ‘save the princess’. I like Tears of the Kingdom’s story! It’s not revolutionary at all, nor does it need to be, but it actually has something going for it, which is more than Breath of the Wild does.

But, ultimately, I don’t really care. I’m not playing a Zelda game for the story at all. I think a hook is necessary, so don’t just drop me in a world and do nothing with it. But like with basically every single Nintendo franchise — Mario, Metroid, Donkey Kong, Kirby (anything but Xenoblade or an RPG) — I don’t care about the story.

Of course, I love a good story in a video game. But it just isn’t crucial in many of these games. I live for the emotional moments, sure, and Majora’s Mask is a shining example of this. But when people start trying to join the dots in the overall narrative for every single game, I zone out. I would rather enjoy the game for what it is — good writing is more important than a good story, even in a Zelda game.

Gavin Lane, Editor

Zelda Wind Waker HD
Image: Nintendo

I recall TOTK’s launch and Alana setting off on her guide campaign the day it came out. A brand-new Zelda is a rare occurrence and some NL staff were avoiding any information whatsoever. As editor, I was giving guides the once-over before them going live, so I knew all the Tears memory details and boss battles well before I saw them for myself. And I remember thinking how little I cared about spoilers for it.

Three years on, I still haven’t finished TOTK because, to me, that’s really not the point. I couldn’t give less of a monkeys about the Imprisoning War or if Ganon’s the baddie (shocker) or if Zelda does this or that. That’s not to say I don’t enjoy character moments or specific scenarios. The little interludes with Saria and Epona at Lon Lon and Princess Ruto and the Deku Tree and so many more are treasured Ocarina memories. I care about the characters, just not the lore.

Another example: I adore Majora’s Mask and its many slice-of-life vignettes. I love the tone of Skull Kid’s loneliness, the individual characters’ tales, and the impact of that lone tree in the glade as I approached the endgame. But the hows and whys of Termina’s plummeting moon and the slumbering giants’ backstory? *shrugs* I suppose I don’t much care for the legend of Zelda; that’s all just a framework to hang the adventure, the canvas to paint.

The closest I’ve come to genuinely caring about a Zelda story is Wind Waker, and that’s down to the pathos of Ganondorf’s ending, plus the intrigue of another Hyrule beneath the waves. Each to their own, timelines and historias aren’t my bag. Give me a floppy green cap and a sword and just point me in the direction of Hyrule Field. I’ll take a horse with a funny name if you’ve got one, too.


That’s what we think, but what about you? Let us know which side of the debate you fall on in the following polls, then take to the comments to dive even deeper.

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Talking Point: What Are You Playing This Weekend? (25th April)

Pokopia Dream Island
Image: Nintendo Life

It has been quite the week for Nintendo news, eh?

Things kicked off with a sneaky look at Zelda Movie’s Link (or is it?), then the floodgates opened on Splatoon Raiders news, as we got a release date, price reveal, and a first look at three new amiibo. It was Yoshi’s turn after that, as we shared our hands-on thoughts of The Mysterious Book and checked out the new overview trailer, then, to cap it all off, the Mario Galaxy continued to take the box office by storm.

As if all that wasn’t enough, we shared our reviews of Vampire Crawlers (8/10), ZPF (6/10), Ys Memoire: Revelations in Celceta (7/10), GRIDbeat! (8/10), and Alien: Rogue Incursion Evolved Edition (7/10).

Will we Nintendo Lifers be playing any of the above this weekend? Let’s find out…

Jim Norman, Features Editor

I have been dying for an excuse to play Lorelei and the Laser Eyes ever since I missed it a couple of years back, and the new Switch 2 Edition is calling my name. I only just put my notebook away after wrapping up Blue Prince, but I guess it’s time to get it back out again.

Otherwise, I’ve got something secret and exciting on the back burner that you’ll hear more about next week. Oh, the mystery!

Gonçalo Lopes, Contributor

I am still on the fence about the Neo Geo AES+ and will continue to revisit some of the SNK games I already picked up over the years. Did I ever mention I played every single Metal Slug game multiple times to get screenshots for Bitmap Books? I got such an overdose of the game that I still can’t quite get back into the series, but hopefully that will clear when the new game shows up. Tomodachi Life: Living the Dream must be really amazing, but I am still not “living the dream” because my copy has not shown up at the time of writing… fingers crossed it still happens before Monday. I am on the home stretch of GBA’s Shonen Jump’s One Piece, same for Star Fox 64 hard routes.

My game of the week is Pragmata. I reckon I am halfway into this moon ordeal, and it is quite amazing how Capcom put so many intricate, “human” details on Diana’s character. Truly, we are being spoiled for choice on Switch 2.

Gavin Lane, Editor

Having jogged through the brilliant Thank Goodness You’re Here! this week, I’m excited to put some more hours into Pentiment while resisting tapping that Pragmata icon on my homescreen. I’m also diligently avoiding Vampire Crawlers because no, absolutely not. Thou shalt not have me again, fiend!

I’ve had Shenmue III on my mind recently, too. Several years ago I abandoned poor Ryo in Hong Kong near the start of the second game after polishing off the first. Is now the time to dust off the Dreamcast and crack on before the Enhanced third entry lands on Switch 2? Could my old console handle it? Powered on, it already sounds like a leaf blower, but perhaps wheezing its way through Shenmue II is a fitting way to go out. We’ll see! *eyes Vampire Crawlers

Mai Ladyman, Video Producer

I’ve had some time to catch up on some Pokopia lately because I am ashamed to say that I’ve not finished it…..yet. My aim this weekend is to finish it so I can finally get some work done on my different towns and also my Cloud island with my pal who recently got herself a Switch 2. Aside from being a flailing Ditto, I have an itch to return to Yoshi’s Story! Since chatting with Jim about Yoshi and the Mysterious Book, I have a craving for an old favourite of mine. I do love me some Yoshi.

Kate Gray, Contributor

I’ve been playing Tomodachi Life and Pokopia and Slay the Spire 2, but I’ve reached a point with all of them where I’m thinking “hmm… what now?”

I had a nice chat with a man at a games shop and he recommended trying out some AAA-type games on Switch 2, a thing I was absolutely not going to do because the last time I played one of those on a Nintendo console, it was the Wii U, a console that was perfectly designed to make those games look like garbage. But apparently the new Resi runs pretty nicely? And Final Fantasy VII? And I REALLY don’t want to buy a PS5, so… maybe that’s what I’ll be doing this weekend on the Switch 2!

Ollie Reynolds, Reviews Editor

I’m probably going to spend the next couple of days hopping between Alien: Rogue Incursion, Pragmata, and the newly-released demo for Bubsy 4D. I briefly tried the latter recently and, yeah, Fabraz doesn’t disappoint. The way you can string together different moves to navigate the environment is excellent.
Pragmata is proving to be a good time, but I must admit, it hasn’t quite kept my attention as much as I thought it would. Nothing against the game, I just haven’t had enough time to really absorb myself in the experience. Hopefully I can remedy that this weekend.


Those are our plans for the coming weekend. Now it’s your turn to tell us yours, so make sure to get busy with our poll, and let us know all about your weekend gaming plans in the comments!

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‘Sega Universe’ Initiative Announced, Celebrating Multiple Classics With Anniversary Projects

Sega has announced a new ‘Sega Universe’ initiative in Japan, which will see the company celebrate the anniversaries of classic game series with all sorts of projects.

The games highlighted on the official website include:

SEGA Universe
Image: SEGA

As noted by our colleagues at Time Extension, this doesn’t necessarily guarantee new games in these franchises. It could just be merchandise and other themed celebrations.

The official Sega Universe description also notes how its classic IP goes “beyond games” – expanding into entertainment and many other areas:

“Games and characters born in the past. Transcending generations and borders, they continue to live on in the same universe—even today. Beyond games, expanding into film, music, fashion, and even further forms of entertainment. While changing form, the experience is constantly updated. Everything created here remains in someone’s memory and is passed on to the next generation.”

You can find out a bit more about this new initiative on Time Extension. This announcement follows Sega’s video game revival of Shinobi over the past year, with more on the way.

If we hear any significant updates about this new initiative, we’ll provide an update.

Do you have any history with these game series? How would you like to see Sega revive these classics? Give us your thoughts in the comments.

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Square Enix Announces Final Fantasy XIV Online’s Next Expansion ‘Evercold’

Apart from the news Final Fantasy XIV Online is on its way to the Switch 2 this August, Square Enix also announced Evercold.

This is the sixth expansion for the popular MMORPG and was revealed during Naoki Yoshida’s keynote address at FFXIV Fan Festival 2026. It’s currently set to launch in January 2027 on PC, Mac, Steam, PlayStation and Xbox platforms.

The description attached to the video above also confirms it’s “coming to” the Nintendo Switch 2.

This same trailer kicks off the Godless Realms Saga story arc and offers a glimpse into the adventures the Warrior of Light will experience on the fourth. Here’s what you can expect from this upcoming expansion and you can find out more on the official game site.

  • Two new jobs: tank and physical ranged DPS
  • Level cap increase from 100 to 110
  • New cities
  • Distinctive new areas
  • New gigantic constructs and other monstrous threats to overcome
  • New allies to encounter
  • New dungeons
  • New trials
  • A new raid series
  • A new Ultimate raid
  • PvP updates
  • Ongoing content updates, including new gear and crafting recipes, updates to the Duty Support System and more

During the same reveal, Yoshi-P also announced an “unprecedented” battle system overhaul, with Reborn and Evolved modes coming to FFXIV Online alongside the launch of Evercold.

“Reborn Mode will be based on the current combat system and job mechanics, while Evolved Mode offers greater emphasis on job identity.”

Additionally, there’ll be expanded updates to the game’s design, including a seasons overhaul (updating how players earn rewards and improve their characters), an armoury update, and expanded character customisation.

Square Enix has also revealed XIV is crossing over with the Japanese anime Evangelion. Here’s a bit about it and what you can expect from it:

“The exciting new alliance raid series is a crossover with the hugely popular Japanese anime, EVANGELION, and will be created in collaboration with khara, Inc., best known for its work on the EVANGELION series. Since EVANGELION’s first television broadcast in 1995, the anime’s mysterious and profound storyline, alongside its innovative and stylish visual expression, has had a profound influence on numerous creators around the world, with the iconic franchise later expanding its library with multiple animated films and a comic adaptation.”

What do you think of the latest expansion reveal for Final Fantasy XIV Online? Let us know in the comments.

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Review: OPUS: Prism Peak (Switch 2) – A Beautiful Snapshot Of Studio Ghibli-Esque Magic

OPUS: Prism Peak Review - Screenshot 1 of 6
Captured on Nintendo Switch 2 (Docked)

In OPUS: Prism Peak, Eugene blames himself for everything.

When he remembers his past, he focuses on his regrets, the big moments. The fights between his parents. His failed photography career. His collapsed marriage. His unsuccessful cafe. In his eyes, all of these letdowns are because of him, and as a result, he’s left aimlessly drifting through life at 40 years old.

But there is one light: his grandfather, and his love of the camera. Eugene’s grandpa gave him a reprieve and an outlet through the lens. But eventually, Eugene gives it up. He’s a failure.

But the camera is everything in Prism Peak. It’s the signature gameplay mechanic, the narrative device telling Eugene’s story, and the lens through which I (and Eugene) come to understand the Dusklands, a mystical world where animals speak and a young girl named Ren wants to return home, which is at the top of a mountain.

OPUS: Prism Peak Review - Screenshot 2 of 6
Captured on Nintendo Switch 2 (Handheld/Undocked)

Eugene ends up here after getting in a car crash on the way to his grandfather’s funeral. It’s a Studio Ghibli-esque world with characters who wouldn’t be out of place in Spirited Away, and landscapes that evoke Hayao Miyazaki’s love of the Japanese countryside. There’s a boar who is a train conductor, and a pangolin who is shy but reliable. All you have to do is explore and take photos.

And so I do, armed with Eugene’s beloved camera and a notebook where I spend time deciphering the language of this world and understanding its animal residents. Sometimes I’ll paste photos in there that correspond with a character, other times I’ll be writing out the story of the Dusklands as I stick murals within my pages.

Taking photos is very easy, but eventually you unlock the option to change lenses, shutter speed, and even devices that tell you how dim or bright your photo is. The lenses feel like a bit of an afterthought — most are aesthetic choices, save for one which you’ll never take off once you unlock it — but everything else turns the photography aspect into a bit of a puzzle. Are you too close to the object? Do you need to focus more? Is the lens dirty? Why can’t you see the runes on this rock?

OPUS: Prism Peak Review - Screenshot 3 of 6
Captured on Nintendo Switch 2 (Handheld/Undocked)

The camera forces you to look and observe because you have to do things with those photos. Besides your journal, you also have to interact with Firebowls which pose riddles for you to solve with the corresponding photograph. You can drop seeds in to unlock extra pages for your book or camera lenses, and you can collect ash by making the wrong choices, which you then use to fill out your book.

Eventually, wooden totems representing the animals you meet gather around the fire, and they have their own riddles and requests that you can meet to fill out their entries in your book. With these, it can be pretty easy to miss the subjects you need to photograph, but completing these is also crucial to reaching the true ending.

At one point, I accidentally progressed the story even though I hadn’t stopped exploring an area, and in Prism Peak, you can’t go back to previous sections ever, meaning I’d locked myself out of the true ending pretty early on. Sometimes, the object you need to take a photo of isn’t interactable, so the game really tests your observation skills – as it should! But I wish there were an easier way to discern what I needed to interact with.

OPUS: Prism Peak Review - Screenshot 4 of 6
Captured on Nintendo Switch 2 (Docked)

Especially because every photo you take, everything you look at, acts as a reminder of Eugene’s life. Not all of them are pleasant. Death. Fights. Missed connections. Every snapshot is a moment of frozen time that represents or reminds Eugene of something he’s tried to forget. A lot of this is optional, unless you’re going for the true ending, but filling out this scrapbook only enriches the narrative and Eugene as a character.

The more important photos come up in his dreams where he enters the Dusklands; these black and white vignettes emphasise the important moments of his life, tying together the threads you’ve been pulling in each location. OPUS: Prism Peak isn’t shy about its subjects and is liberal with its emotions: I smiled, laughed, and cried throughout. But it also doesn’t smack you around the face with them.

Those emotions crept up on me the more and more I played. The more animal friends I spoke to. The more pictures I took. The more I understood Eugene and Ren. The charm and beauty of Prism Peak led me on a journey of my own self-reflection, and eventually, I was walking through scenes with a lump in my throat, a tear in my eye. I could see what was coming next, and I knew I — and Eugene — had to confront each scene.

OPUS: Prism Peak Review - Screenshot 5 of 6
Captured on Nintendo Switch 2 (Docked)

For the first time ever, I felt like I was playing and experiencing a lost Ghibli movie. For once, it goes beyond the aesthetics and the quirky characters; thematically, emotionally, and spiritually, this could easily be the next move in Miyazaki’s library. Lots of games claim to be inspired by Ghibli, but developer Sigono actually nails the feeling.

It also nails the look, without feeling derivative. Screenshots tell part of the story, but Prism Peak is absolutely gorgeous in motion, too. Soft colour palettes help the lush country and woods meld with the ruins of the cities and buildings you’ll explore throughout. When things get more sinister, the slow fade of soft pinks, greens, and browns into blacks and reds instils a sense of dread in me. I wanted to see all this world had to offer, and the visuals only enticed me more.

Which makes the Switch 2 version more than a little disappointing. For the most part, the game looks great both docked and handheld, but the frame rate is incredibly inconsistent. In busier scenes full of swaying grass and trees, the frame rate dipped below 20fps. While in some interior sections, it managed above 50fps. But it fluctuates constantly, which can be a little distracting in some of the chase sequences peppered throughout the game.

OPUS: Prism Peak Review - Screenshot 6 of 6
Captured on Nintendo Switch 2 (Handheld/Undocked)

Character shadows look jagged close-up, and a few textures are a little blurry, too, putting a bit of a tarnish on the game as it is now on the console. Luckily, the developer is working on a patch for this, and has acknowledged a handful of other issues (which I didn’t encounter), so things should be better in the near future.

Which is good, because OPUS: Prism Peak deserves to be seen and experienced in the best possible light. Even though there’s sadness throughout, I wouldn’t call it a sad game: it’s one of the most spiritual and beautiful games I’ve played. Maybe just wait until that patch.

Conclusion

Sigono has proven once again that it understands powerful emotional storytelling with OPUS: Prism Peak, a game about self-reflection, acknowledging what’s come before, and moving on. It’s the most Studio Ghibli-like game I’ve ever played, in a way that goes beyond aesthetics.

If you’re not careful, it’s easy to miss some crucial unlockables and some of the game’s best moments; a second run-through might be quicker, but it still requires you to play at a particular pace. And the Switch 2 isn’t the best way to play at the time of writing, but once it’s fully developed, there are few better story and character-driven experiences on the console than this.

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Resident Evil Requiem Keeps On Selling And No One Can Stop It

Requiem
Image: Capcom

Resident Evil Requiem, the latest mainline entry in Capcom’s iconic survival horror franchise, is an absolute juggernaut.

Released on 27th February 2026, the game has now gone on to sell more than 7 million copies. It’s comfortably the fastest-selling entry in the series, and at this rate, it’s entirely possible that it could go on to become the highest-selling too. Chuck in a few tempting discounts here and there over the next few years, and we reckon it’s entirely plausible.

This news comes directly from director Koshi Nakanishi, who posted an Instagram story depicting two celebratory cakes showcasing the 7 million copy milestone (thanks, Push Square). One is styled after Leon, and the other Grace.

Requiem - 7 Million
Image: Koshi Nakanishi

Obviously, we don’t have a view of what the platform split is at this stage, so it’s difficult to say exactly how much the Switch 2 contributed to the overall total. We reckon PS5 probably sold the lion’s share, with PC coming in a close second.

Still, what a monumental performance either way! Capcom’s new IP, Pragmata, also got off to a decent start, selling more than 1 million copies within just two days. The Switch 2 version of the game launched today in Japan, so it’ll likely get a nice boost over the next weekend, too.

What do you make of Requiem’s ongoing success? Let us know with a comment in the usual place.

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Dynasty Warriors: Origins Snaps Up Photo Mode In New Update, Here Are The Patch Notes

Dynasty Warriors: Origins
Image: Koei Tecmo

Those who enjoy a bit of in-game pic snapping, rejoice! Koei Tecmo has released the second Dynasty Warriors: Origins Switch 2 update of the year, and an all-new Photo Mode is one of the additions.

The ver. 1.0.6 update was released yesterday for Switch 2. While the chance to snap up pictures of your warriors in battle is undoubtedly the headline addition for players like this writer (what can I say? I love the screenshot button!), the patch also introduces a new protagonist armour set and a new spear weapon.

The full patch notes were shared on the Dynasty Warriors website, and we have gathered them together for you to check out below:

Dynasty Warriors: Origins Ver. 1.0.6 (23rd April 2026)

  • Added photo mode.
    To access photo mode, open the menu on the world map or during battle and press the − button.
  • Added the Lion Dragon Armor for the protagonist.
    You can try on this armor by selecting Change Outfit at your current base.
  • Added the Gold Serpent Spear.
    A letter will arrive at your current base after you have obtained a weapon in the lance category.

It adds to a game that we were already really rather impressed with at launch. Despite the 30fps lock and a shoddy English dub, we described Warriors as “a super-solid port of a fantastic reboot for the franchise” in our 9/10 review.

Will you be checking out this update? Let us know in the comments.

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Okay, So The Mario Galaxy Soundtracks Are Officially On Spotify Right Now

Mario Galaxy
Image: Nintendo

Since Nintendo is so keen to push its dedicated Music app, we honestly weren’t expecting to see any official soundtracks added to Spotify anytime soon.

Stranger things have happened though, and to celebrate Super Mario’s 40th anniversary, the OSTs for both Super Mario Galaxy and Super Mario Galaxy 2 are now available on Spotify for a limited time.

Here’s the lovely Nintendo Life alumni Felix summing up our thoughts perfectly:

And here’s the official Spotify description:

“Celebrating the Super Mario Bros. 40th anniversary, for a limited time, enjoy a special selection of music tracks from Super Mario Galaxy and Super Mario Galaxy 2.”

In the meantime, you can head on over to this Spotify playlist where you’ll find a total of 130 tracks spanning both games. It’s not clear exactly how long these will be available, so if you haven’t got Nintendo Music and are keen to listen to some classic Galaxy music, maybe check it out sooner rather than later.

Finally, a special playlist for The Super Mario Galaxy Movie is also available, and if we’re being honest, the music was quite possibly the best thing about the sequel – magnificent stuff.

What the heck, right? Will you be checking out the Mario Galaxy music on Spotify? Let us know with a comment.

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We’re Sure Nintendo Will Have No Issues At All With This New PC Creature Battler

How does that old phrase go, “you cut one head off Hydreigon, two will take its place”? It’s something like that. Either way, on a totally unrelated note, you remember that shameless Pokémon rip-off ‘Pickmos’ that was removed from Steam a few weeks back? Well, there’s another primed and ready to fill its place.

Olympus Rangers is an upcoming PC creature battler from developer Mechano and publisher Jandusoft. Its debut trailer launched yesterday (thanks for the heads up, IGN) and it looks… familiar.

Maybe it’s the opening shot of the Scarlet & Violet-esque setting, the round battle arena or the numerous creatures that have a faint whiff of ‘legally distinct’ about them, but Olympus Rangers feels very Pokémon.

According to its Steam page, this one will see you heading to the Olympus battle arena with your ‘Olys’ creatures in tow, ready to take on opponents in a series of turn-based battles. There are 60 different Olys to choose between (it doesn’t look like there’s any exploring or catching to be found here), with designs ranging from ‘sparky Rapidash’ to ’round Greninja’.

All of the creatures, their moves and your avatar are fully customisable — the trailer actively encourages modding, and even has a database where you’ll be able to upload designs — and battles can be played out in either 2D or 3D, which, we must admit, is an idea we wish Pokémon would take on board.

There’s still no official release date on Olympus Rangers just yet, though we’d be surprised if Nintendo and The Pokémon Company aren’t at least taking a cursory glance over some of those creature designs and battle mechanics. Maybe the modding and battle focus will be enough for this one to actually make it to launch, eh? We’ll just have to wait and see.

What do you make of this latest Pokémon-like? Do you reckon it’ll make it to launch, unnoticed? Let us know in the comments.

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Lykke Studios: In pursuit of puffy perfection

DEVELOPER STORIES

Screenshot of the Puffies mobile game showing a sticker pack selection screen. Approximately 24 colorful sticker packs are arranged in a grid on a wooden table background. Each pack displays a unique illustrated theme (such as "Duck Duck Quack," "Cosmic World," "Alice," "Monday Challenge," "Mer-Piggy," and others) along with a size label and difficulty rating. A task banner at the top reads "Collect 35 stickers from Packs with Easy difficulty" with a progress indicator showing 0/35.

THE POWER OF PUFFIES.

The delightful game puffies. combines the satisfying snap of a jigsaw puzzle with the nostalgic delight of a sticker book.

This 2025 Apple Design Award finalist for Inclusivity is brimming with virtual puffy stickers, the sort that ’80s kids would slap on their binders or trade at recess. Players tear open themed packs of vibrant, kitschy decals — maybe punk-rock capybaras, maybe sporty sushi rolls — and place them on a blank sheet so everything fits without overlapping.

The stickers are rendered with such accuracy that players can almost feel the slight give of their glossy surfaces under their fingertips — and the gentle haptic “blop” that accompanies each placement is supremely satisfying. Those sensations are no accident: puffies. developer Lykke Studios spent months fine-tuning these small moments.


puffies.

  • Available on: iPhone, iPad, Mac, Apple TV
  • Team size: 8
  • Based in: Thailand and Cyprus

Download puffies. from Apple Arcade >


“We always start with a material that we like,” says Lykke Studios founder Jakob Lykkegaard. For the company‘s 2023 Apple Design Award winner, stitch., that material was thread woven into whimsical embroidery puzzles. For their 2022 Apple Design Award finalist, tint., it was watercolor paint on thick, textured paper.

When the team began brainstorming the project that would become puffies., they set their sights on a jigsaw-style experience that would feel natural on touchscreens. Their eureka moment was landing on puffy stickers as the puzzle pieces; they’re tactile, nostalgic, and far more interesting to look at than a lone jigsaw piece.

And then it all blew up. “Because of the game physics, our first prototypes pretty much exploded,” laughs Lykkegaard.

Sticker shock

Screenshot of a Puffies sticker album puzzle screen featuring a "Mer-Piggy" ocean-themed collection. A teal sticker board is nearly complete, filled with whimsical pig-mermaid hybrid characters in various underwater scenes. A large gray blob shape in the center indicates empty slots yet to be filled. Four loose stickers — all featuring mermaid-pig characters — sit at the bottom of the screen, waiting to be placed.

Every one of the game’s 4,000 stickers is a 3D-modeled object that’s beholden to the game’s physics engine — and early tests proved they did not play well together. Once the team figured out how to stop pieces from ricocheting around the virtual tabletop, they turned to the problem of what should happen when a player tries to place one sticker on top of another. Is that something that comes up a lot during play? Not really. Did they spend months perfecting it anyway? Absolutely.

Lykkegaard recalls discussing the optimal outcome of this sticker-on-sticker scenario with the team. “Does it stick where it’s at? Does it slide down? And if it slides down, in what direction, and at what speed?” he says. They ultimately decided to simply have the sticker zip back to the edge of the puzzle where it came from, but “it’s not inaccurate to say we spent three months on this,” says Lykkegaard. “We scrapped the entire code base and started over again until it felt right.”

That pursuit of perfection is threaded throughout the game’s design. The cutouts around each sticker were drawn by hand because automated tracing looked too sterile. Tilting a device causes a subtle parallax effect on a sticker’s vinyl surface, as though it were catching the light in the room. And the team iterated endlessly on snap distances — how close a piece needs to be to its proper spot before it will gently click into place when released — down to the last pixel.

“Players can feel it subconsciously,” says Tanin-Andre Hohmann, producer at Lykke Studios. “They may not know it, but they say, ‘Oh, I like this more.’ And then if you ask why, they’re like, ‘I don’t know, really. It just fits better.’”

Cactuses and plungers

A group photo of nine people posing cheerfully on the bow of a ship. They are dressed in casual warm-weather clothing — shorts, T-shirts, and a floral wrap. Several people are waving, making peace signs, or giving thumbs-up. Behind them, dramatic green limestone cliffs rise above vivid turquoise water under a bright blue sky.

That best-it-can-possibly-be philosophy also extends to the game’s art. From cute cactus creatures to anthropomorphic toilet plungers, puffies. stickers are brought to life by talented illustrators around the world. “It’s literally the artist’s art,” says Hohmann. “We wanted it as unfiltered as possible.”

The game also benefits from its home country. While the Denmark-born Lykkegaard and many of his teammates hail from Europe, Lykke Studios is based in Phuket, Thailand — far from stuffy boardrooms and packed conference halls, close to a slower pace of life and easygoing creativity. “I tend to like coming into the bubble of the Bay Area or Europe, exploring things, and leaving that bubble again,“ says Lykkegaard. “And then having an unlimited amount of time to think and come up with new ideas.”

That unhurried mindset can be felt in the puzzles themselves. Each sticker-sheet level is painstakingly designed by hand — no algorithms, no automation. Timers and “game over“ screens aren’t a thing in puffies.; difficulty comes entirely from how many stickers are in the pack the player chooses. And to ensure larger puzzles don’t overwhelm players on smaller devices, the camera gently zooms in to frame the area where the current handful of stickers belongs.

Maximizing accessibility

A wide-angle view of a fully completed Puffies sticker album page, photographed at a slight angle on a wooden surface. The sheet is densely packed with Alice in Wonderland-themed cartoon stickers on a gray background, featuring characters such as a Mad Hatter, the Queen of Hearts, Tweedledee and Tweedledum, a Cheshire Cat-like creature, flamingos, Alice herself, and various Wonderland props including a "Drink Me" bottle and pocket watches.

Accessibility follows the same no-compromises logic. Players can enable more generous snap distances, toggle sticker-placement outlines, and use a finger-offset option that accommodates reduced motor function — or just very large hands. The guiding principle is simple: If a player comes up with a valid barrier the team hadn’t considered, and it’s feasible to fix, the team adds a solution.

The cost of all this craft? Time. Thankfully, the team’s previous successes have given them the freedom to polish their games without rigid milestones. But even so, is it worth it? To obsess over squish and snap, to tune the “rip” of opening a sticker pack, to jettison heaps of code because a few interactions don’t feel perfect?

“There are many things in the game that nobody will ever see, that we put energy into just because we know it’s there,” says Lykkegaard. “And that makes us proud.”


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